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A Rusty Throne Rules - v1.1
A Rusty Throne Rules - v1.1
Your spies in the King's Court are not always perfect, and can't
always predict or influence the King's decisions in his madness; The
Cards symbol represents Uncertain Orders.
When an Action Card with Uncertain Orders is played, you must deal
the top card from the deck, and take the King's Action from that card
instead of the one played. The Command Points and Priority from the
card originally played remain in effect, only the King's Action is taken
from the newly drawn card.
If the newly drawn card also shows Uncertain Orders, keep drawing
until you get to a card that has a different King's Action. Any cards
drawn for Uncertain Orders are immediately added to the discard
pile.
Battle
The King (Red) has Forces in four Territories (3, 4, 7 and 9). The Any Territories containing both your Forces and the King's Forces
following Action Card is played: must fight a Battle for control of that Territory. Battles can take place
after the King's Action and/or the Player's Action, whenever there are
Territories to fight over.
The procedure for resolving Battles is as follows:
l Work through all Battles in Priority order
m Play an Action Card for its Battle Effects
m Draw for the King's Battle Effects
m Add Territory Battle Effects to the Defender
m Compare Swords and Shields, and remove
casualties
m Add Force numbers and Bugles to determine
winner
m Loser withdraws
The King's Action is therefore King's Movement towards closest
Player Forces, with a Falling Priority. l Resolve next Battle
The first Territory to consider is therefore 9, as it's the highest and Work through all Battles in Priority order
Priority is Falling. From 9, the closest Player Forces are in 2 and 5, Battles are resolved one after the other, in Priority order determined
equidistant at 3 moves away each. The possible moves are therefore by the Action Card played, so if Priority is Rising you will resolve
to 4 or 6, and with the Priority as Falling the correct move is to 4, as Battles in lower numbered Territories first, or if Priority is Falling you
it's the lowest of the options. However, as 9 contains a Castle, one of will start with the highest numbered Territories.
the King's Forces must remain behind to defend it, so only one of the
two Forces moves from 9 to 4. Play an Action Card for its Battle Effects
The King has no forces in 8, so it is skipped, and the next Territory to Select an Action Card from your hand, and play it to the table. This
consider is 7. Territory 7 has two adjacent Territories containing card will not be used for its Actions, but to determine your tactics for
Player Forces, so the possible moves are to 2 or 5, and with a Falling the Battle using the Battle Effects along the top of the card; Bugles,
Priority, this means the King's Forces will move to 2. As 7 has a Swords and Shields, which are used to determine the combat result:
Castle, one Force again remains behind, the other moves into 2.
Bugles are added to the surviving Forces to determine the winner.
With no King's Forces in 6 or 5, 4 is the next to consider. Again, the
Forces in 2 and 5 are equidistant, with possible moves into 7 or 8 as Swords are used to kill enemy Forces.
equally short moves to get to the targets, so 7 is chosen as the lower Shields are used to block enemy Swords.
option. The Forces in 4 therefore move to reinforce the castle in 7;
note that this means one of the Forces has moved twice, from 9 to 4 Whatever card you play will be discarded after the Battle, so will not
to 7 - this is correct and allowable. be used for its King's Action or Command Points, so select carefully.
For the Forces in 3 the decision is easy, they must move on 5, Draw for the King's Battle Effects
leaving one Force behind to defend the Castle.
Once you have played your Battle card, draw the top card of the deck
While there is now a King's Force in 2 attacking the Player's Forces, and place it next to your card, to determine the King's Battle Effects.
it will not move again, as it is already in Battle with them.
Add Territory Battle Effects to the Defender
There are no King's forces in 1, so all King's Movement is now
complete. Some Territories on the map, namely those with Castles, have
Bugles and/or Shields printed in them - when defending these
Final positions after King's Movement: Territories against attackers, you or the King will gain the benefit of
these extra symbols, in addition to those on the relevant Battle Card.
This benefit is only gained by the defender, not the attacking side
who just moved in to start the Battle.
Compare Swords and Shields, and remove casualties
Take the number of Swords on the King's Battle Card and deduct the
number of Shields you have played (including any defender territory
bonus). This is the number of casualties your side will take. If this
number is more than the number of Forces the King has in the
Territory, reduce the number to the same number as the King's
Forces - neither side can ever kill more Forces than they have
Forces in the Battle.
Repeat the procedure with your Swords and the King's Shields to
determine the number of casualties the King will take, again reducing
if you end up dealing more Casualties than you have Forces.
Casualities for both sides are considered to be simultaneous.
Once you have done this, remove the correct number of Casualties
for each side. Any excess casualities beyond the number of Forces
available to be killed are lost.
Add Force numbers and Bugles to determine winner Player Actions
If after removing casualties, only one side has Forces remaining, or Once the King's Action and any subsequent Battles are resolved, you
both sides have been completely destroyed, the Battle is over. If at may take Player Actions, spending the Command points from the
least one Force from each side remains, you must determine the Action Card played to Rally and Move Forces. The number of
winner of the Battle. Command Points you have available is equal to the number of Flags
at the bottom of the card.
Add the remaining number of Forces you have in the Territory to the
number of Bugles you have played, adding any territory defender You may take multiple Player Actions to spend these Command
Bonus. Do the same procedure for the King, and compare the two Points. You do not always have to use all the Command Points
numbers; the higher total number of Forces plus Bugles wins the available to you, but may never spend more than the number of
Battle. If the total numbers are drawn, the Defending side is Flags on the card, and may not store Command Points between
considered to have won the Battle. turns.
Loser withdraws There are two Player Actions available to you:
The winning Forces will remain in the Territory, but the losing Forces l Rally Force - 2 Command Points
must withdraw to an adjacent Territory.
l Move Forces - 1 Command Point
If you lost the Battle, you may chose which adjacent Territory to
withdraw to, with a couple of caveats; you may never withdraw to a Rally Force
Territory containing the King's Forces, and all of your Forces must Spend 2 Command Points and add one Force at a single Territory
withdraw together to the same Territory. you control containing a Castle. Always obey Force limits based on
Once you have withdrawn, double check your Force Limit, especially the Wheat symbols you control; you may never have more Forces in
if you have withdrawn into a Territory with more of your Forces, or one Territory than the number of Wheat symbols in Territories you
withdrawn from a Territory with a Wheat symbol. If you are over your control.
Force Limit in any Territory, remove the excess as normal. If you already have all of your Force tokens on the Board, you may
If the King loses the Battle, work out which Territories he could not Rally new Forces.
withdraw to (i.e. adjacent Territories not containing your Forces), and Move Forces
use the Priority arrow on the King's Battle Card to determine which
one he will withdraw to; the highest numbered option for a Rising Spend 1 Command Point to move any number of your Forces from
Priority or the lowest numbered option for a Falling Priority. one Territory to a single adjacent Territory, again obeying the Force
limits based on Wheat symbols at all times. You do not have to Move
If there are no possible Territories to withdraw to, because all all Forces from a Territory, and all those that do move must end up in
adjacent Territories contain enemy Forces, all losing Forces from the the same Territory.
Battle cannot escape and are removed as casualties.
If you move into a Territory with the King's Forces, a Battle will take
Resolve next Battle place after you have completed all your Player Actions. You do not
Once a Battle has been resolved, discard both Battle Cards played, count as controlling this Territory while the King still has Forces
and move on to the next Battle in Priority order, if there are any. If there, so may not increase Wheat limits or Rally Forces there until
not, Battle is complete, so move on to the next stage of the turn. after the Battle (if you win).
Battle Example There is no limit to the number of times you may Move Forces, even
the same Forces, during a turn, other than your available Command
Points.
Post Player Action Battles
Once you have finished taking Player Actions, you must resolve any
Battles which occur as a result of your moving into the Territories
with the King's Forces. These are resolved in exactly the same
manner as those after the King's Action, save that the King will now
be the Defender and benefit from any Territory Battle Effects.
Discard used Action Card
Once the Player Actions and any resulting Battles are complete,
discard the Action Card played.
King's Card Phase
After the Player Card Phase, when your Action card has been
resolved in full, with King's Action, Player Actions and any Battles,
the King gets to play an Action card of his own. Draw a card from the
top of the deck, and repeat all the turn steps as if you had played the
card; resolve the King's Action, any Battles, Player Actions, any
further Battles and then discard the card.
Other than the source of the Action card, the King's Card Phase is
resolved identically to the Player Card Phase.
Continue playing turns until you either win by controlling all four
Castles, or lose by no longer controlling your Castle in Territory 1.
Your 4 (Yellow) Forces are attacking the King's 2 Forces who are
defending the Castle in Territory 7.
May the Flames of Heaven guide you to victory, my Lord.
You play a card from your hand with 2 Bugles and 1 Sword.
_______________________________________________
You draw a card from the deck for the The King which has 3 Swords.
As the King is defending a Territory containing Battle symbols, he Designer's Notes
gains a Shield and Bugle; his total is 3 Swords, 1 Shield and 1 Bugle.
A Rusty Throne was created for the BoardGameGeek 2019
Your Sword is blocked by the King's Shield, so you inflict no Wargame Print and Play Contest. My goal was create a diceless
casualties on the King's Forces. "Dudes-on-a-Map" Wargame for one player, using elements from
Card Drived Games like Twilight Struggle and Paths of Glory, with a
The King's 3 Swords would kill 3 of your Forces, but since he only combat system reminiscent of A Game of Thrones or Kemet, and an
has 2 Forces in the Terrority, he can only kill a maximum of 2, so 2 of enemy AI that provides a challenge without requiring any overhead,
your Forces are removed as casualties. complex flowcharts, or player decisions to guide it.
You each have 2 Forces remaining in the Territory, so you must I'd be very happy to receive any feedback, and will likely be
resolve the winner. Adding together Bugles to surviving Forces, you amending the game a few times during the contest. You can
have a total of 4 and the King 3, so the King's Forces must withdraw. message on BGG as Zombocom, or comment in the WIP thread for
Because you have Forces in Territories 2 and 5, the only available the game:
options for the King's Forces to withdraw to are 4 and 8. The Priority https://boardgamegeek.com/article/32219949
on the King's Battle Card is Rising, so his Forces withdraw to
Territory 8. As this now means he has 6 Forces in the territory, he A Rusty Throne v1.1 - Copyright 2019 Barny Skinner
must remove one as he is over the Force limit for the Territory.
Icon Assets from The Noun Project